Criminals at play: Oedipus, Rope, and Telltale’s The Walking Dead

IF 0.7 0 HUMANITIES, MULTIDISCIPLINARY
Wyatt Moss-Wellington
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引用次数: 0

Abstract

ABSTRACT This article investigates three storytelling arts as spaces of narrative play: theatre, film and narrative-based gaming. It traces the lineage from Oedipus Rex and early tragic theatre to Alfred Hitchcock’s 1948 film Rope, followed by The Walking Dead Telltale Games series, relating how each text presents protagonists who are marked as criminal from the opening of the narrative. Rope and The Walking Dead both work from the prophetic prototype developed in the Oedipus myth and use reflexive engagement with their own storytelling practices to ask open questions of stigma, sexuality, ethnicity and problems in the ongoing negotiation of play as both a coping strategy for social and legal marginalisation, and a safe space for interrogating our precognitive moral intuitions and biases. All play is fragile, and serious consequence always threatens the boundaries of Huizinga’s ‘magic circle’ of play; this means that play statuses must be consistently negotiated and updated by those participating, a concept I refer to as ‘the invitation to play’. This article explores how storytellers navigate such distinctions in asking participants to reflexively consider the boundaries of consequence in the narrative arts and in their lives.
犯罪游戏:《俄狄浦斯》、《绳索》和Telltale的《行尸走肉》
本文探讨了作为叙事游戏空间的三种叙事艺术:戏剧、电影和基于叙事的游戏。它追溯了从《俄狄浦斯王》和早期悲剧戏剧到阿尔弗雷德·希区柯克1948年的电影《绳索》,以及《行尸走肉Telltale Games》系列的血统,讲述了每个文本如何呈现从叙事开始就被标记为罪犯的主角。《绳索》和《行尸走肉》都是从俄狄浦斯神话中发展出来的预言原型出发,并通过自身的叙事实践来提出关于耻辱、性、种族和正在进行的游戏谈判中的问题,这既是一种应对社会和法律边缘化的策略,也是一种质疑我们预先认知的道德直觉和偏见的安全空间。所有的游戏都是脆弱的,严重的后果总是威胁到Huizinga游戏“魔法圈”的边界;这意味着玩家必须不断协商和更新游戏状态,我将此概念称为“游戏邀请”。本文探讨了讲故事的人如何通过要求参与者反射性地考虑叙事艺术和他们生活中的结果边界来驾驭这种区别。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Culture Theory and Critique
Culture Theory and Critique HUMANITIES, MULTIDISCIPLINARY-
CiteScore
1.20
自引率
25.00%
发文量
6
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